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Comparing deliantra/server/server/time.C (file contents):
Revision 1.20 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.75 by root, Sun May 4 08:25:33 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
27 */ 27 */
28
29#include <global.h> 28#include <global.h>
30#include <spells.h> 29#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 30#include <sproto.h>
33#endif
34 31
35/* The following removes doors. The functions check to see if similar 32/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 33 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
38 */ 35 */
39
40void 36void
41remove_door (object *op) 37remove_door (object *op)
38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
42{ 67{
43 int i; 68 int i;
44 object *tmp; 69 object *tmp;
45 70
46 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
48 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
49 tmp->speed = 0.1; 76 tmp->set_speed (0.1f);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 77 tmp->speed_left = -0.2f;
52 } 78 }
79 }
53 80
54 if (op->other_arch) 81 if (op->other_arch)
55 { 82 {
56 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
57 tmp->x = op->x; 84 tmp->x = op->x;
63 90
64 op->destroy (); 91 op->destroy ();
65} 92}
66 93
67void 94void
68remove_door2 (object *op)
69{
70 int i;
71 object *tmp;
72
73 for (i = 1; i < 9; i += 2)
74 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */
78 tmp->speed = 0.1;
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2;
81 }
82 }
83 if (op->other_arch)
84 {
85 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x;
87 tmp->y = op->y;
88 tmp->map = op->map;
89 tmp->level = op->level;
90 insert_ob_in_map (tmp, op->map, op, 0);
91 }
92
93 op->destroy ();
94}
95
96/* Will generate a monster according to content
97 * of generator.
98 */
99void
100generate_monster_inv (object *gen) 95generate_monster (object *gen)
101{ 96{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 97 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 98 return;
130 head = object_create_clone (op); 99
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE); 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return; 101 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141 102
142void 103 object *op;
143generate_monster_arch (object *gen)
144{
145 int i; 104 int dir;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148 105
149 if (gen->other_arch == NULL) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
150 { 107 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name); 108 // either copy one item from the inventory...
109 if (!gen->inv)
152 return; 110 return;
153 } 111
154 /* Code below assumes the generator is on a map, as it tries 112 // first select one item from the inventory
155 * to place the monster on the map. So if the generator 113 int index = 0;
156 * isn't on a map, complain and exit. 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
157 */ 115 if (!rndm (++index))
158 if (gen->map == NULL) 116 op = tmp;
159 { 117
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
119 if (dir < 0)
161 return; 120 return;
121
122 op = op->deep_clone ();
123
124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
126 }
127 else if (gen->other_arch)
162 } 128 {
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9); 129 // ...or use other_arch
164 if (i == -1) 130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
131 if (dir < 0)
132 return;
133
134 op = arch_to_object (gen->other_arch);
135 }
136 else
165 return; 137 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171 138
172 if (head != NULL) 139 op->expand_tail ();
173 op->head = head, prev->more = op;
174 140
141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
144 {
175 if (rndm (0, 9)) 145 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0); 147
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ()) 148 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0); 149 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188 150
189void
190generate_monster (object *gen)
191{
192
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 151 return;
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 152 }
196 generate_monster_inv (gen);
197 else
198 generate_monster_arch (gen);
199 153
154 op->destroy ();
200} 155}
201 156
202void 157void
203remove_force (object *op) 158remove_force (object *op)
204{ 159{
205 if (--op->duration > 0) 160 if (--op->duration > 0)
206 return; 161 return;
207 162
163 if (op->env)
208 switch (op->subtype) 164 switch (op->subtype)
209 { 165 {
210 case FORCE_CONFUSION: 166 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 167 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 168 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 169
217 default: 170 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 171 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 172 change_abil (op->env, op);
222 fix_player (op->env); 173 op->env->update_stats ();
223 }
224 } 174 }
225 175
226 op->destroy (); 176 op->destroy ();
227} 177}
228 178
229void 179void
232 if (--op->stats.food > 0) 182 if (--op->stats.food > 0)
233 return; 183 return;
234 184
235 CLEAR_FLAG (op, FLAG_APPLIED); 185 CLEAR_FLAG (op, FLAG_APPLIED);
236 186
237 if (op->env != NULL) 187 if (op->env)
238 { 188 {
239 change_abil (op->env, op); 189 change_abil (op->env, op);
240 fix_player (op->env); 190 op->env->update_stats ();
241 } 191 }
242 192
243 op->destroy (); 193 op->destroy ();
244} 194}
245 195
252 return; 202 return;
253 } 203 }
254 204
255 if (op->stats.food == 1) 205 if (op->stats.food == 1)
256 { 206 {
257 /* need to remove the object before fix_player is called, else fix_player 207 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 208 * will not do anything.
259 */ 209 */
260 if (op->env->type == PLAYER) 210 if (op->env->type == PLAYER)
261 { 211 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 212 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 213 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 214 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 215 }
266 216
267 op->destroy (); 217 op->destroy ();
268 return; 218 return;
271 if (op->env->type == PLAYER) 221 if (op->env->type == PLAYER)
272 { 222 {
273 op->env->stats.food--; 223 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 224 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 225 }
226
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 227 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 228}
278 229
279 230
280void 231void
281move_gate (object *op) 232move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 233{ /* 1 = going down, 0 = going up */
283 object *tmp; 234 object *tmp;
284 235
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 236 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 237 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 238 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
292 if (op->value) 243 if (op->value)
293 { 244 {
294 if (--op->stats.wc <= 0) 245 if (--op->stats.wc <= 0)
295 { /* Reached bottom, let's stop */ 246 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 247 op->stats.wc = 0;
297 if (op->arch->clone.speed) 248 if (op->arch->speed)
298 op->value = 0; 249 op->value = 0;
299 else 250 else
300 {
301 op->speed = 0; 251 op->set_speed (0);
302 update_ob_speed (op);
303 } 252 }
304 } 253
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 254 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 255 {
307 op->move_block = 0; 256 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 257 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 258 update_all_los (op->map, op->x, op->y);
310 } 259 }
260
311 SET_ANIMATION (op, op->stats.wc); 261 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 262 update_object (op, UP_OBJ_CHANGE);
313 return; 263 return;
314 } 264 }
315 265
323 * objects are above the gate. If so, we finish closing the gate, 273 * objects are above the gate. If so, we finish closing the gate,
324 * otherwise, we fall through to the code below which should lower 274 * otherwise, we fall through to the code below which should lower
325 * the gate slightly. 275 * the gate slightly.
326 */ 276 */
327 277
328 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 278 for (tmp = op->above; tmp; tmp = tmp->above)
329 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 279 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
330 break; 280 break;
331 281
332 if (tmp == NULL) 282 if (!tmp)
333 { 283 {
334 if (op->arch->clone.speed) 284 if (op->arch->speed)
335 op->value = 1; 285 op->value = 1;
336 else 286 else
337 {
338 op->speed = 0; 287 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 288
340 }
341 return; 289 return;
342 } 290 }
343 } 291 }
344 292
345 if (op->stats.food) 293 if (op->stats.food)
352 } 300 }
353 else 301 else
354 { /* The gate is still going up */ 302 { /* The gate is still going up */
355 op->stats.wc++; 303 op->stats.wc++;
356 304
357 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
358 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
359 307
360 /* If there is something on top of the gate, we try to roll it off. 308 /* If there is something on top of the gate, we try to roll it off.
361 * If a player/monster, we don't roll, we just hit them with damage 309 * If a player/monster, we don't roll, we just hit them with damage
362 */ 310 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 312 {
365 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
316 ;
368 317
369 if (tmp != NULL) 318 if (tmp)
370 { 319 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 320 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 321 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 322 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
323 op->play_sound (sound_find ("blocked_gate"));
324
374 if (tmp->type == PLAYER) 325 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 326 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 327 }
377 else
378 /* If the object is not alive, and the object either can 328 /* If the object is not alive, and the object either can
379 * be picked up or the object rolls, move the object 329 * be picked up or the object rolls, move the object
380 * off the gate. 330 * off the gate.
381 */ 331 */
382 if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
383 { 333 {
384 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
385 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
386 336
387 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
388 if (i != -1) 338 if (i > 0)
389 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
390 tmp->remove (); 343 tmp->move_to (pos);
391 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
392 insert_ob_in_map (tmp, op->map, op, 0);
393 } 344 }
394 } 345 }
395 } 346 }
396 347
397 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
398 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 349 for (tmp = op->above; tmp; tmp = tmp->above)
399 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || QUERY_FLAG (tmp, FLAG_ALIVE))
400 break; 351 break;
401 352
402 /* IF there is, start putting the gate down */ 353 /* IF there is, start putting the gate down */
403 if (tmp) 354 if (tmp)
404 {
405 op->stats.food = 1; 355 op->stats.food = 1;
406 }
407 else 356 else
408 { 357 {
409 op->move_block = MOVE_ALL; 358 op->move_block = MOVE_ALL;
359
410 if (!op->arch->clone.stats.ac) 360 if (!op->arch->stats.ac)
411 SET_FLAG (op, FLAG_BLOCKSVIEW); 361 SET_FLAG (op, FLAG_BLOCKSVIEW);
412 update_all_los (op->map, op->x, op->y); 362 update_all_los (op->map, op->x, op->y);
413 } 363 }
414 } /* gate is halfway up */ 364 } /* gate is halfway up */
415 365
428 int v = op->value; 378 int v = op->value;
429 379
430 if (op->stats.sp) 380 if (op->stats.sp)
431 { 381 {
432 move_gate (op); 382 move_gate (op);
383
433 if (op->value != v) /* change direction ? */ 384 if (op->value != v) /* change direction ? */
434 op->stats.sp = 0; 385 op->stats.sp = 0;
435 return; 386 return;
436 } 387 }
388
437 if (--op->stats.hp <= 0) 389 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 390 { /* keep gate down */
439 move_gate (op); 391 move_gate (op);
392
440 if (op->value != v) 393 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 394 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 395 }
446} 396}
447 397
448/* slaying: name of the thing the detector is to look for 398/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 399 * speed: frequency of 'glances'
459 int last = op->value; 409 int last = op->value;
460 int detected; 410 int detected;
461 411
462 detected = 0; 412 detected = 0;
463 413
464 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
465 { 415 {
466 object *tmp2; 416 object *tmp2;
467 417
468 if (op->stats.hp) 418 if (op->stats.hp)
469 { 419 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 420 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 421 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 422 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 423 detected = 1;
424
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 425 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 426 detected = 1;
476 } 427 }
477 } 428 }
429
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 430 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 431 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 432 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 433 detected = 1;
484 } 434 }
485 435
486 /* the detector sets the button if detection is found */ 436 /* the detector sets the button if detection is found */
489 if (detected && last == 0) 439 if (detected && last == 0)
490 { 440 {
491 op->value = 1; 441 op->value = 1;
492 push_button (op); 442 push_button (op);
493 } 443 }
444
494 if (!detected && last == 1) 445 if (!detected && last == 1)
495 { 446 {
496 op->value = 0; 447 op->value = 0;
497 push_button (op); 448 push_button (op);
498 } 449 }
502 if (detected && last == 1) 453 if (detected && last == 1)
503 { 454 {
504 op->value = 0; 455 op->value = 0;
505 push_button (op); 456 push_button (op);
506 } 457 }
458
507 if (!detected && last == 0) 459 if (!detected && last == 0)
508 { 460 {
509 op->value = 1; 461 op->value = 1;
510 push_button (op); 462 push_button (op);
511 } 463 }
512 } 464 }
513} 465}
514
515 466
516void 467void
517animate_trigger (object *op) 468animate_trigger (object *op)
518{ 469{
519 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
536 if (op->value) 487 if (op->value)
537 { /* We're opening */ 488 { /* We're opening */
538 if (--op->stats.wc <= 0) 489 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 490 { /* Opened, let's stop */
540 op->stats.wc = 0; 491 op->stats.wc = 0;
541 op->speed = 0; 492 op->set_speed (0);
542 update_ob_speed (op);
543 493
544 /* Hard coding this makes sense for holes I suppose */ 494 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 495 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 496 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 497 {
548 next = tmp->above; 498 next = tmp->above;
549 move_apply (op, tmp, tmp); 499 move_apply (op, tmp, tmp);
550 } 500 }
551 } 501 }
502
552 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
554 return; 505 return;
555 } 506 }
507
556 /* We're closing */ 508 /* We're closing */
557 op->move_on = 0; 509 op->move_on = 0;
558 510
559 op->stats.wc++; 511 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 513 op->stats.wc = NUM_ANIMATIONS (op) - 1;
514
562 SET_ANIMATION (op, op->stats.wc); 515 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 517 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 518 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 519}
571 520
572 521
573/* stop_item() returns a pointer to the stopped object. The stopped object 522/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 523 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 549 op->destroy ();
601 return payload; 550 return payload;
602 } 551 }
603 552
604 case ARROW: 553 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 554 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 555 op = fix_stopped_arrow (op);
607 return op; 556 return op;
608 557
609 default: 558 default:
610 return op; 559 return op;
619void 568void
620fix_stopped_item (object *op, maptile *map, object *originator) 569fix_stopped_item (object *op, maptile *map, object *originator)
621{ 570{
622 if (map == NULL) 571 if (map == NULL)
623 return; 572 return;
573
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 574 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 575 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 576 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 577 merge_ob (op, NULL); /* only some arrows actually need this */
628} 578}
629 579
630
631object * 580object *
632fix_stopped_arrow (object *op) 581fix_stopped_arrow (object *op)
633{ 582{
634 if (rndm (0, 99) < op->stats.food) 583 if (rndm (0, 99) < op->stats.food)
635 { 584 {
636 /* Small chance of breaking */ 585 /* Small chance of breaking */
637 op->destroy (); 586 op->destroy ();
638 return NULL; 587 return NULL;
639 } 588 }
640 589
590 op->set_speed (0);
641 op->direction = 0; 591 op->direction = 0;
642 op->move_on = 0; 592 op->move_on = 0;
643 op->move_type = 0; 593 op->move_type = 0;
644 op->speed = 0; 594 op->skill = 0; // really?
645 update_ob_speed (op); 595
596 // restore original wc, dam, attacktype and slaying
646 op->stats.wc = op->stats.sp; 597 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 598 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 599 op->attacktype = op->stats.grace;
649 op->slaying = 0;
650 op->skill = 0;
651 600
652 if (op->spellarg != NULL) 601 if (op->spellarg)
653 { 602 {
654 op->slaying = op->spellarg; 603 op->slaying = op->spellarg;
655 free (op->spellarg); 604 free (op->spellarg);
656 op->spellarg = NULL; 605 op->spellarg = 0;
657 } 606 }
658 else 607 else
659 op->slaying = NULL; 608 op->slaying = 0;
660 609
661 /* Reset these to zero, so that object::can_merge will work properly */ 610 /* Reset these to zero, so that object::can_merge will work properly */
662 op->spellarg = NULL; 611 op->spellarg = NULL;
663 op->stats.sp = 0; 612 op->stats.sp = 0;
664 op->stats.hp = 0; 613 op->stats.hp = 0;
665 op->stats.grace = 0; 614 op->stats.grace = 0;
666 op->level = 0; 615 op->level = 0;
667 op->face = op->arch->clone.face; 616 op->face = op->arch->face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 617 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 618 update_object (op, UP_OBJ_CHANGE);
670 return op; 619 return op;
671} 620}
672 621
673/* stop_arrow() - what to do when a non-living flying object 622/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 623 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 624 * here too. -b.t.
676 * 625 *
677 * Returns a pointer to the stopped object (which will have been removed 626 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 627 * from maps or inventories), or NULL if was destroyed.
679 */ 628 */
680
681static void 629static void
682stop_arrow (object *op) 630stop_arrow (object *op)
683{ 631{
684 if (INVOKE_OBJECT (STOP, op)) 632 if (INVOKE_OBJECT (STOP, op))
685 return; 633 return;
694 op->destroy (); 642 op->destroy ();
695 } 643 }
696 else 644 else
697 { 645 {
698 op = fix_stopped_arrow (op); 646 op = fix_stopped_arrow (op);
647
699 if (op) 648 if (op)
700 merge_ob (op, NULL); 649 merge_ob (op, 0);
701 } 650 }
702} 651}
703 652
704/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 654 */
706
707void 655void
708move_arrow (object *op) 656move_arrow (object *op)
709{ 657{
710 object *tmp;
711 sint16 new_x, new_y;
712 int was_reflected, mflags; 658 int was_reflected;
713 maptile *m;
714 659
715 if (op->map == NULL) 660 if (!op->map)
716 { 661 {
717 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
718 op->destroy (); 663 op->destroy ();
719 return; 664 return;
720 } 665 }
750 stop_arrow (op); 695 stop_arrow (op);
751 return; 696 return;
752 } 697 }
753 698
754 /* Calculate target map square */ 699 /* Calculate target map square */
755 new_x = op->x + DIRX (op);
756 new_y = op->y + DIRY (op);
757 was_reflected = 0; 700 was_reflected = 0;
758 701
759 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
760 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
761 703
762 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
763 { 705 {
764 stop_arrow (op); 706 stop_arrow (op);
765 return; 707 return;
766 } 708 }
767 709
768 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
770 { 712 {
771 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 717 break;
774 718
775 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 726 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 727 * chance that reflect_missile fails.)
784 */ 728 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 729 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 730 {
787 int number = op->face->number; 731 int number = op->face;
788 732
789 op->direction = absdir (op->direction + 4); 733 op->direction = absdir (op->direction + 4);
790 op->state = 0; 734 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 735 was_reflected = 1; /* skip normal movement calculations */
803 } 736 }
804 else 737 else
805 { 738 {
806 /* Attack the object. */ 739 /* Attack the object. */
810 return; 743 return;
811 } 744 }
812 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
813 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
814 747
815 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
816 { 749 {
817 int retry = 0; 750 int retry = 0;
818 751
819 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
820 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
833 if (op->direction & 1) 766 if (op->direction & 1)
834 { 767 {
835 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
836 retry = 1; 769 retry = 1;
837 } 770 }
771
838 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
839 * use this retry here to make this one block 773 * use this retry here to make this one block
840 * that did the same thing. 774 * that did the same thing.
841 */ 775 */
842 while (retry < 2) 776 while (retry < 2)
843 { 777 {
844 int left, right, mflags;
845 maptile *m1;
846 sint16 x1, y1;
847
848 retry++; 778 retry++;
849 779
850 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
851 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
852 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
853 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
854 */ 784 */
855 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
856 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
857 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
858 787
859 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
860 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
861 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
862 790
863 if (left == right) 791 if (left == right)
864 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
865 else if (left) 793 else if (left)
866 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
867 else if (right) 795 else if (right)
868 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
869 797
870 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
871
872 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
873 * don't need to retry again. 799 * don't need to retry again.
874 */ 800 */
875 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
876 break; 803 break;
877
878 } 804 }
805
879 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
880 * top it from moving. 807 * stop it from moving.
881 */ 808 */
882 if (retry == 2) 809 if (retry == 2)
883 { 810 {
884 stop_arrow (op); 811 stop_arrow (op);
885 return; 812 return;
886 } 813 }
814
887 /* update object image for new facing */ 815 /* update object image for new facing */
888 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
889 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
890 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
891 } /* object is reflected */ 819 } /* object is reflected */
892 } /* object ran into a wall */ 820 } /* object ran into a wall */
893 821
894 /* Move the arrow. */
895 op->remove ();
896 op->x = new_x;
897 op->y = new_y;
898
899 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
900 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
901 */ 824 */
902 op->speed -= 0.05; 825 op->speed -= 0.05;
903 insert_ob_in_map (op, m, op, 0);
904}
905 826
906/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
907 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
908 * Modified this routine to allow held objects. b.t. */ 829}
909 830
910void 831void
911change_object (object *op) 832change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
913 int i, j; 834 int i, j;
914 835
915 if (op->other_arch == NULL) 836 if (!op->other_arch)
916 { 837 {
917 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
918 return; 839 return;
919 } 840 }
920 841
921 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
922 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
923 { 844 {
924 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
925 return; 846 return;
926 else 847
927 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
928 } 849 }
929 850
930 object *pl = op->in_player ();
931 object *env = op->env; 851 object *env = op->env;
932 852
933 op->remove (); 853 op->remove ();
934 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
935 { 855 {
936 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
937 857
938 if (op->type == LAMP) 858 if (op->type == LAMP)
939 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
940 860
941 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
862
942 if (env) 863 if (env)
943 { 864 env->insert (tmp);
944 tmp->x = env->x, tmp->y = env->y;
945 tmp = insert_ob_in_ob (tmp, env);
946
947 /* If this object is the players inventory, we need to tell the
948 * client of the change. Insert_ob_in_map takes care of the
949 * updating the client, so we don't need to do that below.
950 */
951 if (pl)
952 {
953 esrv_del_item (pl->contr, op->count);
954 esrv_send_item (pl, tmp);
955 }
956 }
957 else 865 else
958 { 866 {
959 j = find_first_free_spot (tmp, op->map, op->x, op->y); 867 j = find_first_free_spot (tmp, op->map, op->x, op->y);
960 if (j == -1) /* No free spot */ 868 if (j < 0) /* No free spot */
961 tmp->destroy (); 869 tmp->destroy ();
962 else 870 else
963 { 871 {
964 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 872 mapxy pos (op); pos.move (j);
965 insert_ob_in_map (tmp, op->map, op, 0); 873
874 if (pos.normalise ())
875 pos.insert (tmp, op);
966 } 876 }
967 } 877 }
968 } 878 }
969 879
970 op->destroy (); 880 op->destroy ();
980 * there is an old multipart teleporter in which the other parts 890 * there is an old multipart teleporter in which the other parts
981 * have speed, we don't really want to call it twice for the same 891 * have speed, we don't really want to call it twice for the same
982 * function - in fact, as written below, part N would get called 892 * function - in fact, as written below, part N would get called
983 * N times without the speed check. 893 * N times without the speed check.
984 */ 894 */
985 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 895 if (op->more && !op->more->has_active_speed ())
986 move_teleporter (op->more); 896 move_teleporter (op->more);
987 897
988 if (op->head) 898 if (op->head)
989 head = op->head; 899 head = op->head;
990 900
991 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 901 for (tmp = op->above; tmp; tmp = tmp->above)
992 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 902 if (!QUERY_FLAG (tmp, FLAG_IS_FLOOR))
993 break; 903 break;
994 904
995 /* If nothing above us to move, nothing to do */ 905 /* If nothing above us to move, nothing to do */
996 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS)) 906 if (!tmp || QUERY_FLAG (tmp, FLAG_WIZPASS))
1001 if (tmp->type == PLAYER) 911 if (tmp->type == PLAYER)
1002 { 912 {
1003 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 913 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1004 return; 914 return;
1005 915
1006 enter_exit (tmp, head); 916 tmp->enter_exit (head);
1007 } 917 }
1008 else 918 else
1009 /* Currently only players can transfer maps */ 919 /* Currently only players can transfer maps */
1010 return; 920 return;
1011 } 921 }
1029 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 939 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
1030 return; 940 return;
1031 teleport (head, TELEPORTER, tmp); 941 teleport (head, TELEPORTER, tmp);
1032 } 942 }
1033} 943}
1034
1035 944
1036/* This object will teleport someone to a different map 945/* This object will teleport someone to a different map
1037 and will also apply changes to the player from its inventory. 946 and will also apply changes to the player from its inventory.
1038 This was invented for giving classes, but there's no reason it 947 This was invented for giving classes, but there's no reason it
1039 can't be generalized. 948 can't be generalized.
1040*/ 949*/
1041
1042void 950void
1043move_player_changer (object *op) 951move_player_changer (object *op)
1044{ 952{
1045 object *player; 953 object *player;
1046 object *walk; 954 object *walk;
1047 char c;
1048 955
1049 if (!op->above || !EXIT_PATH (op)) 956 if (!op->above || !EXIT_PATH (op))
1050 return; 957 return;
1051 958
1052 /* This isn't all that great - means that the player_mover 959 /* This isn't all that great - means that the player_mover
1053 * needs to be on top. 960 * needs to be on top.
1054 */ 961 */
1055 if (op->above->type == PLAYER) 962 if (op->above->type == PLAYER)
1056 { 963 {
1057 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 964 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1058 return; 965 return;
966
1059 player = op->above; 967 player = op->above;
1060 968
1061 for (walk = op->inv; walk != NULL; walk = walk->below) 969 for (walk = op->inv; walk; walk = walk->below)
1062 apply_changes_to_player (player, walk); 970 apply_changes_to_player (player, walk);
1063 971
1064 fix_player (player); 972 player->update_stats ();
1065 973
1066 esrv_send_inventory (op->above, op->above); 974 esrv_send_inventory (op->above, op->above);
1067 esrv_update_item (UPD_FACE, op->above, op->above); 975 esrv_update_item (UPD_FACE, op->above, op->above);
1068 976
1069 /* update players death & WoR home-position */ 977 /* update players death & WoR home-position */
1070 sscanf (EXIT_PATH (op), "%c", &c); 978 if (*EXIT_PATH (op) == '/')
1071 if (c == '/')
1072 { 979 {
1073 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 980 player->contr->savebed_map = EXIT_PATH (op);
1074 player->contr->bed_x = EXIT_X (op); 981 player->contr->bed_x = EXIT_X (op);
1075 player->contr->bed_y = EXIT_Y (op); 982 player->contr->bed_y = EXIT_Y (op);
1076 } 983 }
1077 else 984 else
1078 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 985 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1079 986
1080 enter_exit (op->above, op); 987 op->above->enter_exit (op);
1081 save_player (player, 1);
1082 } 988 }
1083} 989}
1084 990
1085/* firewalls fire other spells. 991/* firewalls fire other spells.
1086 * The direction of the wall is stored in op->stats.sp. 992 * The direction of the wall is stored in op->stats.sp.
1093 999
1094 if (!op->map) 1000 if (!op->map)
1095 return; /* dm has created a firewall in his inventory */ 1001 return; /* dm has created a firewall in his inventory */
1096 1002
1097 spell = op->inv; 1003 spell = op->inv;
1004
1098 if (!spell || spell->type != SPELL) 1005 if (!spell || spell->type != SPELL)
1099 spell = &op->other_arch->clone; 1006 spell = op->other_arch;
1007
1100 if (!spell) 1008 if (!spell)
1101 { 1009 {
1102 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1010 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1103 return; 1011 return;
1104 } 1012 }
1105 1013
1106 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1014 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1107} 1015}
1108
1109 1016
1110/* move_player_mover: this function takes a "player mover" as an 1017/* move_player_mover: this function takes a "player mover" as an
1111 * argument, and performs the function of a player mover, which is: 1018 * argument, and performs the function of a player mover, which is:
1112 * 1019 *
1113 * a player mover finds any players that are sitting on it. It 1020 * a player mover finds any players that are sitting on it. It
1117 * it'll paralyze the victim for hp*his speed/op->speed 1024 * it'll paralyze the victim for hp*his speed/op->speed
1118 */ 1025 */
1119void 1026void
1120move_player_mover (object *op) 1027move_player_mover (object *op)
1121{ 1028{
1122 object *victim, *nextmover;
1123 int dir = op->stats.sp; 1029 int dir = op->stats.sp;
1124 sint16 nx, ny; 1030 sint16 nx, ny;
1125 maptile *m; 1031 maptile *m;
1126 1032
1127 /* Determine direction now for random movers so we do the right thing */ 1033 /* Determine direction now for random movers so we do the right thing */
1128 if (!dir) 1034 if (!dir)
1129 dir = rndm (1, 8); 1035 dir = rndm (1, 8);
1130 1036
1131 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1037 for (object *victim = op->ms ().bot; victim; victim = victim->above)
1132 { 1038 {
1133 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1039 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1134 (victim->move_type & op->move_type || !victim->move_type)) 1040 (victim->move_type & op->move_type || !victim->move_type))
1135 { 1041 {
1136 1042
1146 nx = op->x + freearr_x[dir]; 1052 nx = op->x + freearr_x[dir];
1147 ny = op->y + freearr_y[dir]; 1053 ny = op->y + freearr_y[dir];
1148 m = op->map; 1054 m = op->map;
1149 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1055 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1150 { 1056 {
1151 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1057 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1152 return; 1058 return;
1153 } 1059 }
1154 1060
1155 if (should_director_abort (op, victim)) 1061 if (should_director_abort (op, victim))
1156 return; 1062 return;
1157 1063
1158 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1064 for (object *nextmover = m->at (nx, ny).bot; nextmover; nextmover = nextmover->above)
1159 { 1065 {
1160 if (nextmover->type == PLAYERMOVER) 1066 if (nextmover->type == PLAYERMOVER)
1161 nextmover->speed_left = -.99; 1067 nextmover->speed_left = -.99f;
1068
1162 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1069 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1163 {
1164 op->speed_left = -1.1; /* wait until the next thing gets out of the way */ 1070 op->speed_left = -1.1f; /* wait until the next thing gets out of the way */
1165 }
1166 } 1071 }
1167 1072
1168 if (victim->type == PLAYER) 1073 if (victim->type == PLAYER)
1169 { 1074 {
1170 /* only level >=1 movers move people */ 1075 /* only level >=1 movers move people */
1174 * is cleared, otherwise the player will get stuck in 1079 * is cleared, otherwise the player will get stuck in
1175 * place. This can happen if the player used a spell to 1080 * place. This can happen if the player used a spell to
1176 * get to this space. 1081 * get to this space.
1177 */ 1082 */
1178 victim->contr->fire_on = 0; 1083 victim->contr->fire_on = 0;
1179 victim->speed_left = -FABS (victim->speed); 1084 victim->speed_left = 1.f;
1180 move_player (victim, dir); 1085 move_player (victim, dir);
1181 } 1086 }
1182 else 1087 else
1183 return; 1088 return;
1184 } 1089 }
1188 if (!op->stats.maxsp && op->attacktype) 1093 if (!op->stats.maxsp && op->attacktype)
1189 op->stats.maxsp = 2; 1094 op->stats.maxsp = 2;
1190 1095
1191 if (op->attacktype) 1096 if (op->attacktype)
1192 { /* flag to paralyze the player */ 1097 { /* flag to paralyze the player */
1193
1194 victim->speed_left = -FABS (op->stats.maxsp * victim->speed / op->speed); 1098 victim->speed_left = max (-5.f, -FABS (op->stats.maxsp * victim->speed / op->speed));
1195 /* Not sure why, but for some chars on metalforge, they
1196 * would sometimes get -inf speed_left, and from the
1197 * description, it could only happen here, so just put
1198 * a lower sanity limit. My only guess is that the
1199 * mover has 0 speed.
1200 */
1201 if (victim->speed_left < -5.0)
1202 victim->speed_left = -5.0;
1203 } 1099 }
1204 } 1100 }
1205 } 1101 }
1206} 1102}
1207 1103
1217{ 1113{
1218 object *tmp; 1114 object *tmp;
1219 1115
1220 if (!op->other_arch) 1116 if (!op->other_arch)
1221 { 1117 {
1222 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1118 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1223 return; 1119 return;
1224 } 1120 }
1225 1121
1226 if (op->above == NULL) 1122 if (op->above == NULL)
1227 return; 1123 return;
1124
1228 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1125 for (tmp = op->above; tmp; tmp = tmp->above)
1229 { 1126 {
1230 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1127 if (op->other_arch->archname == tmp->arch->archname)
1231 { 1128 {
1232 if (op->level <= 0) 1129 if (op->level <= 0)
1233 tmp->destroy (); 1130 tmp->destroy ();
1234 else 1131 else
1235 { 1132 {
1257 * has to make sure that there is in fact space for the object. 1154 * has to make sure that there is in fact space for the object.
1258 * It should really do this for small objects also, but there is 1155 * It should really do this for small objects also, but there is
1259 * more concern with large objects, most notably a part being placed 1156 * more concern with large objects, most notably a part being placed
1260 * outside of the map which would cause the server to crash 1157 * outside of the map which would cause the server to crash
1261*/ 1158*/
1262
1263void 1159void
1264move_creator (object *creator) 1160move_creator (object *creator)
1265{ 1161{
1266 object *new_ob; 1162 object *new_ob;
1267 1163
1284 if (rndm (0, i) == 0) 1180 if (rndm (0, i) == 0)
1285 { 1181 {
1286 ob_to_copy = ob; 1182 ob_to_copy = ob;
1287 } 1183 }
1288 } 1184 }
1289 new_ob = object_create_clone (ob_to_copy); 1185 new_ob = ob_to_copy->deep_clone ();
1290 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE); 1186 CLEAR_FLAG (new_ob, FLAG_IS_A_TEMPLATE);
1291 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE); 1187 unflag_inv (new_ob, FLAG_IS_A_TEMPLATE);
1292 } 1188 }
1293 else 1189 else
1294 { 1190 {
1295 if (creator->other_arch == NULL) 1191 if (creator->other_arch == NULL)
1296 { 1192 {
1297 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1193 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1298 creator->x, creator->y); 1194 &creator->name, &creator->map->path, creator->x, creator->y);
1299 return; 1195 return;
1300 } 1196 }
1301 1197
1302 new_ob = object_create_arch (creator->other_arch); 1198 new_ob = object_create_arch (creator->other_arch);
1303 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1199 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1304 } 1200 }
1305 1201
1306 /* Make sure this multipart object fits */ 1202 /* Make sure this multipart object fits */
1307 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1203 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1308 { 1204 {
1309 new_ob->destroy (); 1205 new_ob->destroy ();
1310 return; 1206 return;
1311 } 1207 }
1208
1209 // for now lets try to identify everything generated here, it mostly
1210 // happens automated, so this will at least fix many identify-experience holes
1211 SET_FLAG (new_ob, FLAG_IDENTIFIED);
1312 1212
1313 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y); 1213 insert_ob_in_map_at (new_ob, creator->map, creator, 0, creator->x, creator->y);
1314 if (QUERY_FLAG (new_ob, FLAG_FREED)) 1214 if (QUERY_FLAG (new_ob, FLAG_FREED))
1315 return; 1215 return;
1316 1216
1326 with a specific code as the slaying field. 1226 with a specific code as the slaying field.
1327 At that time, it writes the contents of its own message 1227 At that time, it writes the contents of its own message
1328 field to the player. The marker will decrement hp to 1228 field to the player. The marker will decrement hp to
1329 0 and then delete itself every time it grants a mark. 1229 0 and then delete itself every time it grants a mark.
1330 unless hp was zero to start with, in which case it is infinite.*/ 1230 unless hp was zero to start with, in which case it is infinite.*/
1331
1332void 1231void
1333move_marker (object *op) 1232move_marker (object *op)
1334{ 1233{
1335 object *tmp, *tmp2; 1234 if (object *tmp = op->ms ().player ())
1336
1337 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1338 { 1235 {
1339 if (tmp->type == PLAYER)
1340 { /* we've got someone to MARK */
1341
1342 /* remove an old force with a slaying field == op->name */ 1236 /* remove an old force with a slaying field == op->name */
1343 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1237 if (object *force = tmp->force_find (op->name))
1238 force->destroy ();
1239
1240 if (!tmp->force_find (op->slaying))
1344 { 1241 {
1345 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name)) 1242 tmp->force_add (op->slaying, op->stats.food);
1346 break; 1243
1244 if (op->msg)
1245 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1246
1247 if (op->stats.hp > 0)
1347 } 1248 {
1249 op->stats.hp--;
1348 1250
1349 if (tmp2)
1350 tmp2->destroy ();
1351
1352 /* cycle through his inventory to look for the MARK we want to
1353 * place
1354 */
1355 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1356 {
1357 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying))
1358 break;
1359 }
1360
1361 /* if we didn't find our own MARK */
1362 if (tmp2 == NULL)
1363 {
1364 object *force = get_archetype (FORCE_NAME);
1365
1366 force->speed = 0;
1367 if (op->stats.food) 1251 if (op->stats.hp == 0)
1368 { 1252 {
1369 force->speed = 0.01; 1253 /* marker expires--granted mark number limit */
1370 force->speed_left = -op->stats.food; 1254 op->destroy ();
1255 return;
1371 } 1256 }
1372 update_ob_speed (force);
1373 /* put in the lock code */
1374 force->slaying = op->slaying;
1375
1376 if (op->lore)
1377 force->lore = op->lore;
1378
1379 insert_ob_in_ob (force, tmp);
1380 if (op->msg)
1381 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1382
1383 if (op->stats.hp > 0)
1384 {
1385 op->stats.hp--;
1386 if (op->stats.hp == 0)
1387 {
1388 /* marker expires--granted mark number limit */
1389 op->destroy ();
1390 return;
1391 }
1392 } 1257 }
1393 } /* if tmp2 == NULL */ 1258 }
1394 } /* if tmp->type == PLAYER */ 1259 }
1395 } /* For all objects on this space */
1396} 1260}
1397 1261
1398int 1262void
1399process_object (object *op) 1263process_object (object *op)
1400{ 1264{
1401 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 1265 if (expect_false (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)))
1402 return 0; 1266 return;
1403 1267
1404 if (INVOKE_OBJECT (TICK, op)) 1268 if (expect_false (INVOKE_OBJECT (TICK, op)))
1405 return 0; 1269 return;
1406 1270
1407 if (QUERY_FLAG (op, FLAG_MONSTER)) 1271 if (QUERY_FLAG (op, FLAG_MONSTER))
1408 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED)) 1272 if (move_monster (op) || QUERY_FLAG (op, FLAG_FREED))
1409 return 1; 1273 return;
1410 1274
1411 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0) 1275 if (QUERY_FLAG (op, FLAG_ANIMATE) && op->anim_speed == 0)
1412 { 1276 {
1413 if (op->type == PLAYER)
1414 animate_object (op, op->facing);
1415 else
1416 animate_object (op, op->direction); 1277 animate_object (op, op->contr ? op->facing : op->direction);
1417 1278
1418 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1279 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1419 make_sure_seen (op); 1280 make_sure_seen (op);
1420 } 1281 }
1421 1282
1283 if (expect_false (
1284 op->flag [FLAG_GENERATOR]
1285 || op->flag [FLAG_CHANGING]
1286 || op->flag [FLAG_IS_USED_UP]
1287 ))
1288 {
1422 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state) 1289 if (QUERY_FLAG (op, FLAG_CHANGING) && !op->state)
1423 { 1290 {
1424 change_object (op); 1291 change_object (op);
1425 return 1; 1292 return;
1426 } 1293 }
1427 1294
1428 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY)) 1295 if (QUERY_FLAG (op, FLAG_GENERATOR) && !QUERY_FLAG (op, FLAG_FRIENDLY))
1429 generate_monster (op); 1296 generate_monster (op);
1430 1297
1431 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0) 1298 if (QUERY_FLAG (op, FLAG_IS_USED_UP) && --op->stats.food <= 0)
1432 { 1299 {
1433 if (QUERY_FLAG (op, FLAG_APPLIED)) 1300 if (QUERY_FLAG (op, FLAG_APPLIED))
1434 remove_force (op); 1301 remove_force (op);
1435 else 1302 else
1436 { 1303 {
1437 /* IF necessary, delete the item from the players inventory */
1438 object *pl = op->in_player ();
1439
1440 if (pl)
1441 esrv_del_item (pl->contr, op->count);
1442
1443 op->remove (); 1304 op->remove ();
1444 1305
1445 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1306 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))
1446 make_sure_not_seen (op); 1307 make_sure_not_seen (op);
1447 1308
1448 op->destroy (); 1309 op->destroy ();
1449 } 1310 }
1450 1311
1451 return 1; 1312 return;
1313 }
1452 } 1314 }
1453 1315
1454 switch (op->type) 1316 switch (op->type)
1455 { 1317 {
1456 case SPELL_EFFECT: 1318 case SPELL_EFFECT:
1457 move_spell_effect (op); 1319 move_spell_effect (op);
1458 return 1; 1320 break;
1459 1321
1460 case ROD: 1322 case ROD:
1461 case HORN: 1323 case HORN:
1462 regenerate_rod (op); 1324 regenerate_rod (op);
1463 return 1; 1325 break;
1464 1326
1465 case FORCE: 1327 case FORCE:
1466 case POTION_EFFECT: 1328 case POTION_EFFECT:
1467 remove_force (op); 1329 remove_force (op);
1468 return 1; 1330 break;
1469 1331
1470 case BLINDNESS: 1332 case BLINDNESS:
1471 remove_blindness (op); 1333 remove_blindness (op);
1472 return 0; 1334 break;
1473 1335
1474 case POISONING: 1336 case POISONING:
1475 poison_more (op); 1337 poison_more (op);
1476 return 0; 1338 break;
1477 1339
1478 case DISEASE: 1340 case DISEASE:
1479 move_disease (op); 1341 move_disease (op);
1480 return 0; 1342 break;
1481 1343
1482 case SYMPTOM: 1344 case SYMPTOM:
1483 move_symptom (op); 1345 move_symptom (op);
1484 return 0; 1346 break;
1485 1347
1486 case THROWN_OBJ: 1348 case THROWN_OBJ:
1487 case ARROW: 1349 case ARROW:
1488 move_arrow (op); 1350 move_arrow (op);
1489 return 0; 1351 break;
1490
1491 case LIGHTNING: /* It now moves twice as fast */
1492 move_bolt (op);
1493 return 0;
1494 1352
1495 case DOOR: 1353 case DOOR:
1496 remove_door (op); 1354 remove_door (op);
1497 return 0; 1355 break;
1498 1356
1499 case LOCKED_DOOR: 1357 case LOCKED_DOOR:
1500 remove_door2 (op); 1358 remove_door2 (op);
1501 return 0; 1359 break;
1502 1360
1503 case TELEPORTER: 1361 case TELEPORTER:
1504 move_teleporter (op); 1362 move_teleporter (op);
1505 return 0; 1363 break;
1506 1364
1507 case GOLEM: 1365 case GOLEM:
1508 move_golem (op); 1366 move_golem (op);
1509 return 0; 1367 break;
1510 1368
1511 case EARTHWALL: 1369 case EARTHWALL:
1512 hit_player (op, 2, op, AT_PHYSICAL, 1); 1370 hit_player (op, 2, op, AT_PHYSICAL, 1);
1513 return 0; 1371 break;
1514 1372
1515 case FIREWALL: 1373 case FIREWALL:
1516 move_firewall (op); 1374 move_firewall (op);
1517 if (op->stats.maxsp) 1375 if (op->stats.maxsp)
1518 animate_turning (op); 1376 animate_turning (op);
1519 return 0; 1377 break;
1520 1378
1521 case MOOD_FLOOR: 1379 case MOOD_FLOOR:
1522 do_mood_floor (op); 1380 do_mood_floor (op);
1523 return 0; 1381 break;
1524 1382
1525 case GATE: 1383 case GATE:
1526 move_gate (op); 1384 move_gate (op);
1527 return 0; 1385 break;
1528 1386
1529 case TIMED_GATE: 1387 case TIMED_GATE:
1530 move_timed_gate (op); 1388 move_timed_gate (op);
1531 return 0; 1389 break;
1532 1390
1533 case TRIGGER: 1391 case TRIGGER:
1534 case TRIGGER_BUTTON: 1392 case TRIGGER_BUTTON:
1535 case TRIGGER_PEDESTAL: 1393 case TRIGGER_PEDESTAL:
1536 case TRIGGER_ALTAR: 1394 case TRIGGER_ALTAR:
1537 animate_trigger (op); 1395 animate_trigger (op);
1538 return 0; 1396 break;
1539 1397
1540 case DETECTOR: 1398 case DETECTOR:
1541 move_detector (op); 1399 move_detector (op);
1542 1400
1543 case DIRECTOR: 1401 case DIRECTOR:
1544 if (op->stats.maxsp) 1402 if (op->stats.maxsp)
1545 animate_turning (op); 1403 animate_turning (op);
1546 return 0; 1404 break;
1547 1405
1548 case HOLE: 1406 case HOLE:
1549 move_hole (op); 1407 move_hole (op);
1550 return 0; 1408 break;
1551 1409
1552 case DEEP_SWAMP: 1410 case DEEP_SWAMP:
1553 move_deep_swamp (op); 1411 move_deep_swamp (op);
1554 return 0; 1412 break;
1555 1413
1556 case RUNE: 1414 case RUNE:
1557 case TRAP: 1415 case TRAP:
1558 move_rune (op); 1416 move_rune (op);
1559 return 0; 1417 break;
1560 1418
1561 case PLAYERMOVER: 1419 case PLAYERMOVER:
1562 move_player_mover (op); 1420 move_player_mover (op);
1563 return 0; 1421 break;
1564 1422
1565 case CREATOR: 1423 case CREATOR:
1566 move_creator (op); 1424 move_creator (op);
1567 return 0; 1425 break;
1568 1426
1569 case MARKER: 1427 case MARKER:
1570 move_marker (op); 1428 move_marker (op);
1571 return 0; 1429 break;
1572 1430
1573 case PLAYER_CHANGER: 1431 case PLAYER_CHANGER:
1574 move_player_changer (op); 1432 move_player_changer (op);
1575 return 0; 1433 break;
1576 1434
1577 case PEACEMAKER: 1435 case PEACEMAKER:
1578 move_peacemaker (op); 1436 move_peacemaker (op);
1579 return 0; 1437 break;
1580 }
1581 1438
1582 return 0; 1439 case PLAYER:
1440 // players have their own speed-management, so undo the --speed_left
1441 ++op->speed_left;
1442 break;
1443 }
1583} 1444}
1445

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